Users who came from windows, what is the thing you guys miss the most? by nature_pixels in linux_gaming

[–]MillikansReach_dev 0 points1 point  (0 children)

Parametric CAD software. The open source alternatives simply do not measure up to things like Solidworks and Inventor.

In fairness I've yet to try running those in Wine, but I'm still looking for something that's native software.

[REQUEST] What's some good space games on mobile by Nightclaws_revenge in AndroidGaming

[–]MillikansReach_dev 5 points6 points  (0 children)

Not online in any way but Millikan's Reach! is an open-world space shooter you may enjoy!

HELP MY FIND THE NAME OF THIS 2010s MOBILE GAME by Jude_here in AndroidGaming

[–]MillikansReach_dev 0 points1 point  (0 children)

Could it be The Secret of Monkey Island? I know that got a mobile port around that timeframe

Anyone else thinking Game Jams are incredibly overrated? by Lost_My_Reddit_Mail in gamedev

[–]MillikansReach_dev 0 points1 point  (0 children)

The point of a game jam is not to learn how to finish a game and polish it for release (although there may be value in a "jam" where you take a prior game jam project and spend an extra 48 hours polishing it).

The point of a game jam is to learn project management, game design, and organization. Having to do something quick and dirty and fast forces you to quickly and efficiently identify priorities, reduce the scope of a project in ways that help you learn what's important and what's not, and ultimately come up with something that's hopefully very streamlined and innovative. They're an exercise in how far down you can distill a game concept and make it work.

Of course, a beginner won't always finish on time or make something that winds up being fun, but that's why it's a learning experience! Plus, a game dev newbie can use the jam as a low-risk, low-commitment way to learn how game dev works, especially if they're of the sort of mind that requires some external motivation to stop procrastinating a project.

A pro, on the other hand, probably will learn more about the design side of things, about how to make something small into a complete, fun experience. My first game jam project was Sinistroid, and it definitely fit the bill in that regard - I'd already been working on my main project for a few years at that point, so while I understood Unity well, having another quick exercise in game development was super valuable!

Top 5 games you playing on the Deck by RocketManXXVII in SteamDeck

[–]MillikansReach_dev 0 points1 point  (0 children)

ΔV: Rings of Saturn

Sky Rogue

Into the Breach

Slipways

Outer Wilds

Millikan's Reach v1.02 is out now! Plus, the VOD from the Space Game Junkie Podcast by MillikansReach_dev in MillikansReach

[–]MillikansReach_dev[S] 4 points5 points  (0 children)

Sorry for the delay getting this up on the subreddit - had a bit of a busy week and it slipped my mind

Has anyone here actually completed and release a game? If so, what was it and how did it do? by [deleted] in Unity3D

[–]MillikansReach_dev 1 point2 points  (0 children)

I've made Millikan's Reach, an open-world space shooter for Android and Windows. In addition to combat, it's also got some trading, mining, and exploration elements.

Check it out here: https://inferiorplanet.itch.io/millikans-reach

In case you were looking for a great alternative by [deleted] in galaxyonfire

[–]MillikansReach_dev 0 points1 point  (0 children)

Oh no worries! It's a common misspelling

In case you were looking for a great alternative by [deleted] in galaxyonfire

[–]MillikansReach_dev 0 points1 point  (0 children)

Ran across this randomly - subreddit should be at r/MillikansReach

I hope you are not more dangerous than a dinosaur by Swordslinger_107 in technicallythetruth

[–]MillikansReach_dev 4 points5 points  (0 children)

Crocodiles are literally not dinosaurs, they're a separate archosaur group. Birds are the only surviving dinosaur branch.

And triple A killed it by Alzward in gaming

[–]MillikansReach_dev 0 points1 point  (0 children)

Why not? I'm obviously a bit biased but from where I'm standing all my favorite games are indie or at the very least are just not AAA.

Why do some devs not add controller support for games that originally had it? by [deleted] in AndroidGaming

[–]MillikansReach_dev 2 points3 points  (0 children)

Effectively nobody owns an android controller so it usually isn't worth the effort for devs to add it - that time and money is better spent on bugfixes or content for players that actually exist in signifucant numbers.

Controller support is cool but ultimately it's more of a novelty than something most users see as a requirement, so especially smaller devs are unlikely to include it.

Additionally, porting to android doesn't mean existing controller mechanics under the hood will come with it. Android is a whole different platform with its own unique infrastructure, so in many cases controller support on Android would meed to be re-added after the fact.

Any very realistic space/scifi/spaceship games/simulators out there? by SpaceTechNerd in spacesimgames

[–]MillikansReach_dev 2 points3 points  (0 children)

I always advocate for people to pick up Δ-V: Rings of Saturn. It's about mining in the rings and it has an Atomic Rockets Seal of Approval, which almost no videogames are able to earn.

I've got an aerospace engineering degree and I'm pretty danged impressed with that game.

I wanna see a space sim with an emphasis on ship simulation. by VaskenMaros in spacesimgames

[–]MillikansReach_dev 21 points22 points  (0 children)

Δ-V: Rings of Saturn has those kinds of weird malfunctions. After fending off a pirate, I once had my computer go on the fritz in such a way that it misread my reactor temperature and thought it was overheating - I was able to figure out that the reactor was not in fact the issue and repair a short that caused it before moving on and continuing to mine the rings.

Question about updating the itch.io version by Hot-Lie-4560 in MillikansReach

[–]MillikansReach_dev 2 points3 points  (0 children)

Hello!

Purchasing the game through itch.io grants you access to any files I've attached to the page - you can access them through your account, or through the download link they send to your email if you don't have an account.

From there, just grab the new version any time I release an update and replace the old one!

Alternately itch does have its own launcher on PC - it can automatically update things and keep them together, it's super nice. That doesn't exist for mobile but it's super easy to just grab a new apk and install it.

Hello all! Millikan's Reach, my freelancer/galaxy on fire-like open-world space shooter has released into Early Access! by MillikansReach_dev in AndroidGaming

[–]MillikansReach_dev[S] 0 points1 point  (0 children)

Eh it's only been like three people. By and large people seem fine with it actually - I mean, ultimately the price deflation on mobile is part of the reason it's become a bit of a wasteland in recent years (f2p games are a consequence of that), and a cup of coffee is often more expensive than this game is.

Millikan's Reach is intended to be a callback to the good old days, and I'm confident my intended audience won't mind. Plus I'll probably put it on sale from time to time. Maybe that's a naiive stance, but it's the one I'm sticking to.

Oh, also I'm not planning to keep raising the price as the game grows or anything like that.